cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
+cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0"};
+cvar_t cl_movement_latency = {0, "cl_movement_latency", "0"};
+cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320"};
+cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30"};
+cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100"};
+cvar_t cl_movement_friction = {0, "cl_movement_friction", "4"};
+cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2"};
+cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18"};
+cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10"};
+cvar_t cl_gravity = {0, "cl_gravity", "800"};
+cvar_t cl_slowmo = {0, "cl_slowmo", "1"};
+
+
/*
================
CL_AdjustAngles
VectorCopy(r_vieworigin, cl.cmd.cursor_start);
VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
Matrix4x4_Transform(&r_view_matrix, temp, cl.cmd.cursor_end);
- cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber);
+ cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl_entities[cl.playerentity].render : NULL);
// makes sparks where cursor is
//CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
}
+void CL_ClientMovement(qboolean buttonjump, qboolean buttoncrouch)
+{
+ int i, n, bump, contents, crouch;
+ double edgefriction;
+ double simulatedtime;
+ double currenttime;
+ double newtime;
+ double frametime;
+ double t;
+ vec_t wishspeed, addspeed, accelspeed, f, *playermins, *playermaxs;
+ client_movementqueue_t *q;
+ vec3_t currentorigin, currentvelocity, forward, right, up, wishvel, wishdir, neworigin, currentorigin2, neworigin2, yawangles;
+ trace_t trace, trace2, trace3;
+ // remove stale queue items
+ n = cl.movement_numqueue;
+ cl.movement_numqueue = 0;
+ // calculate time to execute for
+ simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
+ for (i = 0;i < n;i++)
+ if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
+ cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
+ // add to input queue if there is room
+ if (cl.movement_numqueue < sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0]))
+ {
+ // add to input queue
+ cl.movement_queue[cl.movement_numqueue].time = simulatedtime;
+ VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
+ cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
+ cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
+ cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
+ cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
+ cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
+ cl.movement_numqueue++;
+ }
+ cl.movement = false;
+ // abort if client movement is disabled
+ if (!cl_movement.integer || cl.stats[STAT_HEALTH] <= 0)
+ return;
+ // fetch current starting values
+ currenttime = cl.mtime[0];
+ VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
+ VectorCopy(cl.mvelocity[0], currentvelocity);
+ // FIXME: try minor nudges in various directions if startsolid to find a
+ // safe place to start the walk (due to network compression in some
+ // protocols this starts in solid)
+ //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
+ crouch = false; // this will be updated on first move
+ //Con_Printf("%f: ", currenttime);
+ // replay input queue, and remove any stale queue items
+ // note: this relies on the fact there's always one queue item at the end
+ for (i = 0, q = cl.movement_queue;i < cl.movement_numqueue;i++, q++)
+ {
+ //newtime = (i == cl.movement_numqueue) ? simulatedtime : q->time;
+ newtime = q->time;
+ frametime = newtime - currenttime;
+ if (frametime < 0)
+ continue;
+ //Con_Printf(" %f", frametime);
+ currenttime = newtime;
+ if (crouch)
+ {
+ playermins = cl_playercrouchmins;
+ playermaxs = cl_playercrouchmaxs;
+ }
+ else
+ {
+ playermins = cl_playerstandmins;
+ playermaxs = cl_playerstandmaxs;
+ }
+ for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
+ {
+ VectorMA(currentorigin, t, currentvelocity, neworigin);
+ trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction < 1 && trace.plane.normal[2] == 0)
+ {
+ // may be a step or wall, try stepping up
+ // first move forward at a higher level
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
+ trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ // then move down from there
+ VectorCopy(trace2.endpos, currentorigin2);
+ VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
+ trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
+ // accept the new trace if it made some progress
+ if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
+ {
+ trace = trace2;
+ VectorCopy(trace3.endpos, trace.endpos);
+ }
+ }
+ if (trace.fraction == 1)
+ {
+ VectorCopy(trace.endpos, currentorigin);
+ break;
+ }
+ t *= 1 - trace.fraction;
+ if (trace.fraction >= 0.001)
+ VectorCopy(trace.endpos, currentorigin);
+ f = DotProduct(currentvelocity, trace.plane.normal);
+ VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
+ }
+ if (i < cl.movement_numqueue)
+ {
+ if (q->crouch)
+ {
+ // wants to crouch, this always works...
+ if (!crouch)
+ crouch = true;
+ }
+ else
+ {
+ // wants to stand, if currently crouching we need to check for a
+ // low ceiling first
+ if (crouch)
+ {
+ trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (!trace.startsolid)
+ crouch = false;
+ }
+ }
+ // change velocity according to q->viewangles and q->move
+ contents = CL_PointSuperContents(currentorigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ // swim
+ AngleVectors(q->viewangles, forward, right, up);
+ VectorSet(up, 0, 0, 1);
+ VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+ if (crouch)
+ wishspeed *= 0.5;
+ wishspeed *= 0.6;
+ VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
+ f = wishspeed - DotProduct(currentvelocity, wishdir);
+ if (f > 0)
+ {
+ f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
+ VectorMA(currentvelocity, f, wishdir, currentvelocity);
+ }
+ if (q->jump)
+ {
+ if (contents & SUPERCONTENTS_LAVA)
+ currentvelocity[2] = 50;
+ else if (contents & SUPERCONTENTS_SLIME)
+ currentvelocity[2] = 80;
+ else
+ {
+ if (gamemode == GAME_NEXUIZ)
+ currentvelocity[2] = 200;
+ else
+ currentvelocity[2] = 100;
+ }
+ }
+ }
+ else
+ {
+ // walk
+ VectorSet(yawangles, 0, cl.viewangles[1], 0);
+ AngleVectors(yawangles, forward, right, up);
+ VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
+ wishspeed = VectorLength(wishvel);
+ if (wishspeed)
+ VectorScale(wishvel, 1 / wishspeed, wishdir);
+ wishspeed = min(wishspeed, cl_movement_maxspeed.value);
+ if (crouch)
+ wishspeed *= 0.5;
+ // check if onground
+ VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
+ VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
+ trace = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction < 1 && trace.plane.normal[2] > 0.7)
+ {
+ // apply ground friction
+ f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
+ edgefriction = 1;
+ if (f > 0)
+ {
+ VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
+ VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
+ trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
+ if (trace.fraction < 1)
+ edgefriction = cl_movement_edgefriction.value;
+ }
+ // apply friction
+ f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
+ f = max(f, 0);
+ VectorScale(currentvelocity, f, currentvelocity);
+ }
+ else
+ {
+ // apply air speed limit
+ wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
+ }
+ if (gamemode == GAME_NEXUIZ)
+ addspeed = wishspeed;
+ else
+ addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
+ if (addspeed > 0)
+ {
+ accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
+ VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
+ }
+ currentvelocity[2] -= cl_gravity.value * frametime;
+ }
+ }
+ }
+ //Con_Printf(" :%f\n", currenttime);
+ // store replay location
+ cl.movement = true;
+ VectorCopy(cl.movement_origin, cl.movement_oldorigin);
+ VectorCopy(currentorigin, cl.movement_origin);
+ //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
+ //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
+}
+
/*
==============
CL_SendMove
int bits;
sizebuf_t buf;
qbyte data[128];
- static double lastmovetime;
+#define MOVEAVERAGING 0
+#if MOVEAVERAGING
static float forwardmove, sidemove, upmove, total; // accumulation
+#else
+ float forwardmove, sidemove, upmove;
+#endif
- CL_UpdatePrydonCursor();
-
+#if MOVEAVERAGING
+ // accumulate changes between messages
forwardmove += cl.cmd.forwardmove;
sidemove += cl.cmd.sidemove;
upmove += cl.cmd.upmove;
total++;
- // LordHavoc: cap outgoing movement messages to sys_ticrate
- if (!cl.islocalgame && (realtime - lastmovetime < sys_ticrate.value))
+#endif
+ if (cls.signon != SIGNONS)
return;
- lastmovetime = realtime;
- // average what has happened during this time
+#if MOVEAVERAGING
+ // average the accumulated changes
total = 1.0f / total;
forwardmove *= total;
sidemove *= total;
upmove *= total;
total = 0;
+#else
+ // use the latest values
+ forwardmove = cl.cmd.forwardmove;
+ sidemove = cl.cmd.sidemove;
+ upmove = cl.cmd.upmove;
+#endif
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
- // send the movement message
- MSG_WriteByte (&buf, clc_move);
-
- MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
-
- if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
- {
- for (i = 0;i < 3;i++)
- MSG_WriteAngle8i (&buf, cl.viewangles[i]);
- }
- else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
- {
- for (i = 0;i < 3;i++)
- MSG_WriteAngle32f (&buf, cl.viewangles[i]);
- }
- else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5 || cl.protocol == PROTOCOL_DARKPLACES6)
- {
- for (i = 0;i < 3;i++)
- MSG_WriteAngle16i (&buf, cl.viewangles[i]);
- }
- else
- Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol);
-
- MSG_WriteCoord16i (&buf, forwardmove);
- MSG_WriteCoord16i (&buf, sidemove);
- MSG_WriteCoord16i (&buf, upmove);
-
- forwardmove = sidemove = upmove = 0;
- // send button bits
+ // set button bits
+ // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
bits = 0;
-
- // LordHavoc: added 13 new buttons and chat button
if (in_attack.state & 3) bits |= 1;in_attack.state &= ~2;
if (in_jump.state & 3) bits |= 2;in_jump.state &= ~2;
if (in_button3.state & 3) bits |= 4;in_button3.state &= ~2;
if (key_dest != key_game || key_consoleactive) bits |= 512;
if (cl_prydoncursor.integer) bits |= 1024;
// button bits 11-31 unused currently
+ // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
if (cl.cmd.cursor_screen[0] >= 1) bits |= 16;
if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
if (cl.cmd.cursor_screen[1] >= 1) bits |= 64;
- if (cl.protocol == PROTOCOL_DARKPLACES6)
- MSG_WriteLong (&buf, bits);
- else
- MSG_WriteByte (&buf, bits);
-
- MSG_WriteByte (&buf, in_impulse);
- in_impulse = 0;
-
- // PRYDON_CLIENTCURSOR
- if (cl.protocol == PROTOCOL_DARKPLACES6)
+ // always dump the first two messages, because they may contain leftover inputs from the last level
+ if (++cl.movemessages >= 2)
{
- // 30 bytes
- MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
- MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
- MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
- MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
- MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
- MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
- MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
- MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
- MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
+ // send the movement message
+ // PROTOCOL_QUAKE clc_move = 16 bytes total
+ // PROTOCOL_DARKPLACES1 clc_move = 19 bytes total
+ // PROTOCOL_DARKPLACES2 clc_move = 25 bytes total
+ // PROTOCOL_DARKPLACES3 clc_move = 25 bytes total
+ // PROTOCOL_DARKPLACES4 clc_move = 19 bytes total
+ // PROTOCOL_DARKPLACES5 clc_move = 19 bytes total
+ // PROTOCOL_DARKPLACES6 clc_move = 52 bytes total
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
+ if (cl.protocol == PROTOCOL_DARKPLACES6)
+ {
+ // 6 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, forwardmove);
+ MSG_WriteCoord16i (&buf, sidemove);
+ MSG_WriteCoord16i (&buf, upmove);
+ // 5 bytes
+ MSG_WriteLong (&buf, bits);
+ MSG_WriteByte (&buf, in_impulse);
+ // PRYDON_CLIENTCURSOR
+ // 30 bytes
+ MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
+ MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
+ MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
+ MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
+ MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
+ MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
+ MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
+ MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
+ MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
+ }
+ else
+ {
+ if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
+ {
+ // 3 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle8i (&buf, cl.viewangles[i]);
+ }
+ else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
+ {
+ // 12 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle32f (&buf, cl.viewangles[i]);
+ }
+ else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
+ {
+ // 6 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle16i (&buf, cl.viewangles[i]);
+ }
+ else
+ Host_Error("CL_SendMove: unknown cl.protocol %i\n", cl.protocol);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, forwardmove);
+ MSG_WriteCoord16i (&buf, sidemove);
+ MSG_WriteCoord16i (&buf, upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, bits);
+ MSG_WriteByte (&buf, in_impulse);
+ }
}
+#if MOVEAVERAGING
+ forwardmove = sidemove = upmove = 0;
+#endif
+ in_impulse = 0;
+
// ack the last few frame numbers
// (redundent to improve handling of client->server packet loss)
- if (cl.latestframenums[LATESTFRAMENUMS-1] > 0)
+ // for LATESTFRAMENUMS == 3 case this is 15 bytes
+ for (i = 0;i < LATESTFRAMENUMS;i++)
{
- if (developer_networkentities.integer >= 1)
- Con_Printf("send clc_ackframe %i\n", cl.latestframenums[LATESTFRAMENUMS-1]);
- for (i = 0;i < LATESTFRAMENUMS;i++)
+ if (cl.latestframenums[i] > 0)
{
+ if (developer_networkentities.integer >= 1)
+ Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
MSG_WriteByte(&buf, clc_ackframe);
MSG_WriteLong(&buf, cl.latestframenums[i]);
}
}
+ // PROTOCOL_DARKPLACES6 = 67 bytes per packet
+
// deliver the message
if (cls.demoplayback)
return;
-
- // always dump the first two messages, because they may contain leftover inputs from the last level
- if (++cl.movemessages <= 2)
+ // nothing to send
+ if (!buf.cursize)
return;
+ // FIXME: bits & 64 is +button5, Nexuiz specific
+ CL_ClientMovement((bits & 2) != 0, (bits & 64) != 0);
+
if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
{
Con_Print("CL_SendMove: lost server connection\n");
Cmd_AddCommand ("-button7", IN_Button7Up);
Cmd_AddCommand ("+button8", IN_Button8Down);
Cmd_AddCommand ("-button8", IN_Button8Up);
+
+ Cvar_RegisterVariable(&cl_movement);
+ Cvar_RegisterVariable(&cl_movement_latency);
+ Cvar_RegisterVariable(&cl_movement_maxspeed);
+ Cvar_RegisterVariable(&cl_movement_maxairspeed);
+ Cvar_RegisterVariable(&cl_movement_stopspeed);
+ Cvar_RegisterVariable(&cl_movement_friction);
+ Cvar_RegisterVariable(&cl_movement_edgefriction);
+ Cvar_RegisterVariable(&cl_movement_stepheight);
+ Cvar_RegisterVariable(&cl_movement_accelerate);
+ Cvar_RegisterVariable(&cl_gravity);
+ Cvar_RegisterVariable(&cl_slowmo);
}